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1.
Anatomy education has been revolutionized through digital media, resulting in major advances in realism, portability, scalability, and user satisfaction. However, while such approaches may well be more portable, realistic, or satisfying than traditional photographic presentations, it is less clear that they have any superiority in terms of student learning. In this study, it was hypothesized that virtual and mixed reality presentations of pelvic anatomy will have an advantage over two-dimensional (2D) presentations and perform approximately equal to physical models and that this advantage over 2D presentations will be reduced when stereopsis is decreased by covering the non-dominant eye. Groups of 20 undergraduate students learned pelvic anatomy under seven conditions: physical model with and without stereo vision, mixed reality with and without stereo vision, virtual reality with and without stereo vision, and key views on a computer monitor. All were tested with a cadaveric pelvis and a 15-item, short-answer recognition test. Compared to the key views, the physical model had a 70% increase in accuracy in structure identification; the virtual reality a 25% increase, and the mixed reality a non-significant 2.5% change. Blocking stereopsis reduced performance on the physical model by 15%, on virtual reality by 60%, but by only 2.5% on the mixed reality technology. The data show that virtual and mixed reality technologies tested are inferior to physical models and that true stereopsis is critical in learning anatomy.  相似文献   

2.
智能时代,随着大数据、云计算、智能技术等新兴技术在教育领域的应用,衍生出泛在学习、无缝学习、智慧学习等新型学习方式,学习空间作为学习发生的场所也发生着重大改变,其中一个重要的变革趋势是学习空间走向融合。学习空间融合可为学习者构建虚拟和现实无缝融合的环境,使学习者能够轻松、有效和投入地开展正式和非正式学习。文章立足时代背景,对学习空间的主要形态及空间融合的本质内涵进行阐释,指出空间融合具有"教学设计的贯一性"和"学习链条的连续性"两大核心特征,同时指出学习空间存在三种典型的融合样态,分别是物理空间之间的融合、信息空间之间的融合以及物理与信息空间之间的融合。最后,从教与学要素的角度出发提出了目标融合、内容融合、活动融合、场景融合和评价融合五条融合路径,以期为实现学习空间的有效融合提供指导和借鉴。  相似文献   

3.
分布学习的教学技术   总被引:1,自引:0,他引:1  
远程通信工具加上人工智能和虚拟真实技术正在使得传统的远程教育转变为一种新的教学范例,称为分布学习。分布学习源于对分布认知科学进行的研究。该文首先简要阐述了分布学习的若干概念,之后着重对构成分布学习作为新教育方式而出现的4种新的教学技术:知识网络、虚拟共同体(社会)、综合性环境和“感官沉浸”分别作了详细探讨,结语对分布学习存在的物质条件和认知理念等作了小结。  相似文献   

4.
医学教育应用虚拟现实学习环境的分析及模型建立   总被引:2,自引:0,他引:2  
陈铁 《现代教育技术》2004,14(1):67-70,80
教育技术未来的发展趋势之一将会是虚拟现实技术,虚拟现实是继多媒体技术以后另一个研究热点。虚拟现实的学习环境是对现实教学方法、思维方式.、感知行为和控制手段等的模拟。获取现实环境的三维数据建立相应的虚拟环境模型,是虚拟现实技术的核心内容。该文的目的是对医学教育应用虚拟现实学习环境做一分析并依此建立教学模型。  相似文献   

5.
虚拟现实技术在教育中的应用越来越广泛,部分中小学教师已把虚拟现实技术纳入课程设计中,但是课程设计并没有取得预期的效果,因此实现虚拟现实课堂的首要任务是形成一个适用的教学设计模型,在充分发挥虚拟现实技术优势的前提下设计和组织教学活动。文章设计了一种以建构主义学习理论和STEAM教育理念为依托适用于虚拟现实课堂的教学设计模型,且从该模型的理论基础、基本环节、评价机制等方面详细阐述了该教学设计模型的构成要素和基本结构,然后以虚拟现实课程"解码古代建筑的黑科技"为例,具体说明了该教学设计模型的应用,以便给虚拟现实教育探索中的教师提供帮助和建议。  相似文献   

6.
混合现实(MR)作为虚拟现实(VR)和增强现实(AR)的高级发展阶段,以沉浸式、跨时空、强交互等特点在教育教学中得到广泛应用。但对国内外文献分析发现,学界对混合现实技术的教学应用效果仍有分歧,对学生学习绩效的影响研究存在较大差异。为探究混合现实技术对学生学习绩效的影响,研究采用元分析方法,对2010-2020年间国内外33项混合现实技术支持下的实验与准实验研究进行量化分析,其总样本量为1460,重点从学段、学科、实验周期和学习场所等调节变量进行深入探析。研究结果表明:混合现实技术对学生学习绩效具有积极的正向提升作用;同时,其应用效果受到学段、学科、实验周期和学习场所等调节变量的影响。依据元分析结论,研究对未来混合现实技术在教育教学中的应用提出了推进学段贯通式MR教学,加快MR与学科融合发展,整合碎片化MR教学资源等建议。  相似文献   

7.
Understanding how well teachers integrate digital technology in learning is the subject of considerable debate in education. High Possibility Classrooms (HPC) is a pedagogical framework drawn from research on exemplary teachers’ knowledge of technology integration in Australian school classrooms. The framework is being used to support teachers who teach various stages of schooling to take ‘pedagogical steps’ in their practice with technology. This article focuses on the use of the HPC conceptual framework in a study of seven teachers and their students at two secondary schools in New South Wales, Australia. Analysis confirms the practicality of this conceptual framework for technology integration in secondary school classrooms. This inquiry has implications for addressing the reluctance of teachers to integrate technology in curriculum. The article concludes by suggesting that more schools might consider using conceptual frameworks like HPC to support secondary school teachers to enhance student learning with technology.  相似文献   

8.
从虚拟现实技术的发展和研究现状出发,从理论的角度探讨将虚拟现实技术运用于职业教育中的可能性、必要性和应当遵循的基本原则,并提出将基于虚拟现实的仿真技术应用于职业教育的评价标准和评价体系.  相似文献   

9.
虚拟现实技术是运用计算机对现实世界进行全面仿真的技术,能够解决学习媒体的情景化及自然交互性的要求,从而在教育领域内有着极其巨大的应用前景。通过虚拟现实技术类型的划分,简要介绍了三维仿真、QuickTime VR、VRML、MUD/MOO等可在教育领域内广泛应用的桌面虚拟现实技术。  相似文献   

10.
为厘清国外虚拟现实教育应用研究演进趋势,以 “Virtualreality”和“Education”为中心关键词,利用CiteSpace对Web of Science核心合集2004-2019年间收录的658篇文献进行可视化分析。结果发现,国外虚拟现实教育研究演进趋势呈现局部到整体、整体再到局部的发展态势。 由此提出我国虚拟现实教育应用研究发展方向应集中于3个方面:①深化虚拟学习,通过在线虚拟仿真教育打造校际间深度学习共同体;②优化学习空间,构建多功能化虚拟学习环境以实现特殊教育与基础教育的有机融合;③落实教育理念,利用跨学科虚拟学习资源促进教育个性化、多样化和开放性发展。  相似文献   

11.
在网络技术日臻成熟的时代,远程教学中的实验教学的不足显得与时代格格不入,如何解决这个矛盾?以虚拟现实技术为基础的虚拟实验室的建立,成了解决这一矛盾的方法之一。就虚拟实验室在远程实验教学中的应用,从虚拟技术、学习理论、设计实现、面临问题等4个方面进行探讨。  相似文献   

12.
赵沁平院士从虚拟现实技术内涵、虚拟现实与人工智能技术的结合、虚拟现实在教育培训中的应用、技术实现路径、未来发展趋势几个方面提出了诸多有价值的建议。他提出,随着技术的发展,VR的3I特征已经演化为4I特征;与人工智能结合可能成为终极性的教育技术;VR技术构建的智慧学习环境,应建立在教学参与者较好的信息化素养基础上,具备体验性、交互性、可信性与可评价性等特征;深度结合教与学的过程要素,给出了VR+教育应用及研究的10个突破点。同时,呼吁研究者深入探讨VR教育活动中何以敬畏和坚持的伦理问题,从伦理层面对教育管理者、产业界和政策制定者等相关角色进行伦理规范。  相似文献   

13.
近年,虚拟现实技术飞速发展,在教育领域的应用越来越多,在教学中使用虚拟现实技术能够有效地激发学生的学习积极性,提高教与学的质量和效果。虚拟现实虽然早已被提出,但是由于技术的限制,到现在才逐渐发展起来。虽然虚拟现实在教育领域中的尝试从没断过,但是在语文等文史类学科中的应用相对较少,还处于观望状态。本研究通过阐述虚拟现实技术的特点,探讨虚拟现实下的初中语文教学,以建构主义和情境教学为理论支撑,结合传统教学模式构建基于虚拟现实的初中语文教学过程模型,并设计制作教学案例,以期为广大教育研究者提供借鉴。  相似文献   

14.
15.
Mobile and Ubiquitous Learning (m/u-learning) are finding an increasing adoption in education. They are often distinguished by hybrid learning environments that encompass elements of formal and informal learning, in activities that happen in distributed settings (indoors and outdoors), across physical and virtual spaces. Despite their purported benefits, these environments imply additional complexity in the design, monitoring and evaluation of learning activities. The research literature on learning design (LD) and learning analytics (LA) has started to deal with these issues. This paper presents a systematic literature review of LD and LA, in m/u-learning. Apart from providing an overview of the current research in the field, this review elicits elements of common ground between both communities, as shown by the similar learning contexts and complementary research contributions, and based on the research gaps, proposes to: address m/u-learning beyond higher education settings, reinforce the connection between physical and virtual learning spaces, and more systematically align LD and LA processes.  相似文献   

16.
Adolescent physical inactivity has risen to an alarming rate. Several theoretical frameworks (models) have been proposed and tested in school-based interventions. The results are mixed, indicating a similar weakness as that observed in community-based physical activity interventions (Baranowski, Lin, Wetter, Resnicow, & Hearn, 1997). The theoretical models were decontextualized, thus are unable to address issues central to adolescents' physical activity behavior. In this article, we propose using a theoretical model derived from school-based research on learning behavior change. We review related research on adolescents' physical activity to demonstrate the relevance of using the model to study the dynamic impact of personal, school curriculum, and community variables on adolescent physical activity. We also translate the conceptual model into empirically testable cross-sectional and longitudinal latent growth models and propose concrete steps researchers can take to design empirical studies to examine them. We believe that research studies guided by the proposed conceptual and empirical models will provide useful data for us to better understand the mechanisms of adolescent physical activity motivation and behavior change.  相似文献   

17.
教育信息化是实现新时代中国教育现代化的关键一环,体育教学信息化相比文化课略有滞后.新冠疫情爆发以来,全国范围内开展了在线体育教学实践活动,推动了在线体育教学理论发展,促进了信息技术在体育教学中的应用,并对课程结构、比重、评价与器材进行了调整,对体育教学信息化发展提供了重要理论与实践参考.在线体育教学不能成为体育教学信息...  相似文献   

18.
虚拟现实技术作为多媒体技术和教育技术发展的最新方向,已经逐渐从实验室走向实际应用,并被应用到职业教育中。对虚拟现实技术的特点及职业教育现状进行分析,阐述虚拟现实技术应用于职业教育的优势。  相似文献   

19.
The focus of this paper is on the contribution that active touch sensory feedback offered through physical or virtual (with haptic feedback) manipulatives, makes to students' learning through science experimentation. Both theoretical perspectives and empirical evidence are presented. The theoretical perspectives were drawn from two types of theories, namely embodied cognition and additional (touch) sensory channel, which were associated with the use of physical and virtual manipulatives for learning purposes. The empirical evidence was drawn from two different lines of research. The first line of research involves studies that have focused on comparing physical manipulatives and virtual manipulatives (without the provision of haptic feedback), whereas the second involves studies that have focused on comparing virtual manipulatives with and without the provision of touch sensory (haptic) feedback. Both theories supply strong arguments for providing touch sensory feedback during science experimentation, whereas the empirical research outcomes show that providing touch sensory feedback is not always a prerequisite for learning science through experimentation. Those instances for which touch sensory feedback does appear to be a necessity for learning science through experimentation are identified. However, science education studies are limited within the aforementioned research areas. In addition, their findings are inconsistent, especially for the research focused on comparing virtual manipulatives with and without haptic feedback. The latter makes it difficult to arrive at a solid framework that depicts when and how touch sensory feedback should be offered to students for learning science through experimentation. The article concludes with suggestions for future research that would contribute towards development of such a framework.  相似文献   

20.
The paper focus on exploring new theoretical approach in education with development of online learning technology, from e-learning to u-learning and virtual reality technology, and points out possibilities such as constructing a new teaching ecological system, ubiquitous educational awareness with ubiquitous technology, and changing the cognitive mode in learning process with virtual reality technology. Finally, the paper concerns effective approach to promote school-based teachers professional development through integrated ICT and classroom teaching.  相似文献   

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